Looking at the monthly user rankings for 2019, titles that have been in service for more than 10 years stand out, such as "Minecraft" in third place, "Zombie High School" in seventh place, and "Infinite Stairs" in thirteenth place.
Excluding Candy Crush, which ranked 26th, it was found that there were a large number of young users, with teenagers making up up to 80% of the total.
Teenagers, including elementary school students, have difficulty paying for in-game purchases, making it difficult to generate sales. However, game makers are still focusing on these users for the following reasons:
This is because they tend to become absorbed in games and continue using them for long periods of time. Furthermore, even when they become adults, they tend to enjoy certain games based on their childhood experiences.
A person in the game industry said, "Popular games such as 'Wind Country Classic' are used by people who feel nostalgic for games they were familiar with as children.
Many of the users are in their 30s and 40s. In the game industry, teenagers are essential customers for long-term success. Mobile games that have teenagers as their main users have the potential to lead to long-term success for 10 years or more.
There will be cases," he said.
2025/03/05 09:16 KST
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